Game machine and method for grrouping players into teams participating matchup game

ABSTRACT

The present invention is directed to a game apparatus adapted for executing game performed by plural teams, and is adapted to acquire bio-information of players of the game by biosensors ( 31 ), ( 32 ), . . . ( 3   n ) to allow bio-information to be associated with players of the game. In a control unit ( 10 ), bio-information caused to be associated with respective players are analyzed to judge, by the analysis result thus obtained, teams to which respective players belong. The judged team classification result is notified to the players to thereby eliminate troublesomeness of operation such as team designation by players, thus permitting the players to sufficiently enjoy amusement of the fighting game.

TECHNICAL FIELD

The present invention relates to a game apparatus adapted for providingfighting or versus fighting game performed by plural teams, and a teamclassification method in fighting game.

This Application claims priority of Japanese Patent Application No.2003-128564, filed on May 7, 2003, the entirety of which is incorporatedby reference herein.

BACKGROUND ART

As a game provided by video game machine for business and video gamemachine for home, there is fighting game in which game is performed byplural teams. As a system of providing fighting game of this kind, thereexist various forms thereof. Namely, there are instances where thesystem is constructed by single game machine. There are instances wherethe system is caused to be of configuration in which plural gamemachines are connected to each other. Further, there are instances whereplural game machines and game server unit are connected by network.

Meanwhile, in the fighting game of this kind, game players (hereinaftersimply referred to as player) conventionally determine teams or groupsto which they belong to perform game. Namely, it is general to performclassification or division of players into teams (hereinafter simplyreferred to as team classification) in the state where the wills of theplayers are respected.

For example, in the Japanese Patent Application Laid Open No.1997-155063 publication, there is disclosed a game system comprising anentry unit in which player selects, prior to start of game, an arbitraryteam from plural teams to make an entry with respect to the game.

Meanwhile, in the case where wills of the players are respected aspreviously described at the time of performing team classification orgrouping of players of the fighting game, there are instances wherethere may exist, to much degree, e.g., difference between fightingabilities (powers) of respective teams so that amusement as game islost.

Moreover, when the number of participating players is increased, sinceit is necessary that respective players are required to perform entryoperations, it takes much time in team classification.

Further, when persons who are not familiar with each other participatein the fighting game through the network, in the case where players arecaused to designate teams by entry operation through the entry unit asdescribed above, players cannot recognize criterion for choosing theteam. Accordingly, it cannot be said that wills of the players arerespected. As a result, the entry operation becomes wasteful. Thus,players rather feel the entry operation to be troublesome.

DISCLOSURE OF THE INVENTION

An object of the present invention is to provide a game apparatus and ateam classification method in the fighting game which provide novelfighting game which can solve problems that prior arts have.

Another object of the present invention is to provide a game apparatusand a team classification method in the fighting game which can solvetroublesomeness of operation such as team designation by players, andwhich permit player to sufficiently enjoy amusement of the fightinggame.

The game apparatus according to the present invention comprises:bio-information acquisition means for acquiring bio-information(bio-information) of players of game; bio-information analysis means foranalyzing the bio-information which have been acquired at thebio-information acquisition means; and team judgment means for judgingteams to which players belong in accordance with analysis result of thebio-information which has been analyzed at the bio-information analysismeans.

In the game apparatus according to the present invention, teams to whichplayers who operate operation controllers belong are judged by analysisresult of the bio-information acquired by the bio-informationacquisition means. Accordingly, group input designation for playerbecomes unnecessary, and team to which players are classified ordistributed is determined by bio-information. Accordingly, teamclassification can be made without damaging amusement of the fightinggame such that players are distributed into unexpected team.

Still further objects of the present invention and practical meritsobtained by the present invention will become more apparent from thedescription of the embodiments which will be given below with referenceto the attached drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a view showing a configuration example of a game system usinga game apparatus according to the present invention.

FIG. 2 is a block diagram showing the game apparatus according to thepresent invention.

FIG. 3 is a flowchart showing flow of game processing in the gameapparatus according to the present invention.

FIG. 4 is a flowchart showing team classification judgment processing atthe time of game initialization in the game apparatus according to thepresent invention.

FIG. 5 is a view for explaining team classification judgment in the gameapparatus according to the present invention.

FIG. 6 is a flowchart showing team classification change processing inthe middle of game in the game apparatus according to the presentinvention.

FIG. 7 is a flowchart showing another example of team classificationjudgment processing at the time of game initialization in the gameapparatus according to the present invention.

FIG. 8 is a view for explaining association between player andbio-information in the game apparatus according to the presentinvention.

FIG. 9 is a flowchart showing another example of team classificationjudgment processing at the time of game initialization in the gameapparatus according to the present invention.

FIG. 10 is a block diagram showing a further embodiment of the gameapparatus according to the present invention.

FIG. 11 is a view showing a system configuration example includinganother embodiment of the game apparatus according to the presentinvention.

FIG. 12 is a view showing a system configuration example including afurther embodiment of the game apparatus according to the presentinvention.

FIG. 13 is a flowchart showing team classification judgment processingin another embodiment of the game apparatus according to the presentinvention.

FIG. 14 is a flowchart showing team classification judgment processingin further embodiment of the game apparatus according to the presentinvention.

BEST MODE FOR CARRYING OUT THE INVENTION

A game apparatus and a team classification method in fighting gameaccording to the present invention will now be explained with referenceto the attached drawings.

FIRST EMBODIMENT; INDEPENDENCE TYPE

Initially, the first embodiment of the present invention will beexplained. The game apparatus according to the first embodiment is asystem constituted by a single game apparatus. This game systemcomprises, as shown in FIG. 1, a game apparatus body 1, operationcontrollers 21, 22, , 2 n (n is integer of 1 or more. This similarlyapplies hereinafter), biosensors 31, 32, . . . , 3 n, and a monitor unit4.

The monitor unit 4 is caused to be of the configuration of a displayunit with speaker, wherein the display apparatus portion is comprised ofLCD (Liquid Crystal Display), or CRT (Cathode Ray Tube), etc. In placeof the monitor unit 4, a speaker unit and a display unit may berespectively separately provided.

As shown in FIG. 2, the game apparatus body 1 is caused to be of theconfiguration in which an operation controller interface 11, aninterface 12 for biosensor, an interface 13 for image display, aninterface 14 for sound (acoustic) output, a multi disc drive 15, amemory cartridge drive 16, and a memory card interface 17 are connectedwith respect to a control unit 10.

The control unit 10 is caused to be of the configuration comprising amicrocomputer in which at least a ROM (Read Only Memory) 103 forprogram, a RAM (Random Access Memory) 104 for work area and a mainmemory 105 are connected to a CPU (Central Processing Unit) 101 througha system bus 102.

Respective operation controllers 21, 22, . . . , 2 n serve o inputdesignation operations in the game such as movements of characters, etc.assigned to the operation controllers 21, 22, , 2 n in the game, and areconnected to the control unit 10 through the operation controllerinterface 11.

Moreover, respective biosensors 31, 32, . . . , 3 n are connected to thecontrol unit 10 through the biosensor interface 12. The respectivebiosensors 31, 32, . . . , 3 n are an example of bio-informationacquisition means, and serve to detect bio-information of players whooperate the respective operation controllers 21, 22, . . . , 2 n.

Here, as bio-information detected at the respective biosensors 31, 32, .. . 3 n, there may be employed any information profitable as informationfor performing team classification of players. For example, in additionto breath, myoelectricity, wink, body surface temperature, sweating ofskin, skin resistance, pulse, cardioelectricity and/or heartbeat, etc.,there may be mentioned, as an example of bio-information, biochemicalreaction, brain waves, magneto-encephalogram, micro-vibration, bloodpressure and/or body motion (movement), etc.

In this example, the respective biosensors 31, 32, . . . , 3 n arecaused to be of the configuration such that they are loaded (attached)to wrist of players, etc. For example, body surface temperature,sweating of skin, skin resistance, pulse and/or micro-vibration, etc.are detected as bio-information.

It is to be noted that the method of detecting bio-information is notlimited to a detection method of the type in which biosensor is attachedto the human body to detect such bio-information as in the case of thebiosensor of this example, but, e.g., body motion, breath, wink and/orbody surface temperature, etc. may be detected by a non-contactdetection method with respect to the human body using, e.g., opticalsensor or video camera, etc.

In this example, the respective biosensors 31, 32, . . . , 3 n areassociated with the respective operation controllers 21, 22, . . . , 2n. Namely, in the game apparatus body 1, the operation controller 21 andthe biosensor 31 are caused to be associated set so that this set isused for player 1, the operation controller 22 and the biosensor 32 arecaused to be associated set so that it is used for player 2, . . . , theoperation controller 2 n and the biosensor 3 n are caused to beassociated set so that it is used for player n.

In this example, at the game apparatus body 1, jacks for the operationcontrollers and the biosensors which constitute the above-mentionedassociated sets are adjacently provided (illustration is omitted), andcables connected to the operation controllers and cables connected tothe biosensors, which constitute the above mentioned associated sets,are bundled each other as shown in FIG. 2 so that association(correspondence) relationship is clarified.

Thus, players insert plugs provided at the leading ends of cables of theoperation controllers and the biosensors which constitute associatedsets into jacks respectively corresponding thereto. The control unit 10recognizes that the operation controller and the biosensor in whichplugs are inserted into corresponding jacks are associated with eachother.

The program or programs for controlling the games is or are stored inCD-ROM (Compact Disc-ROM), DVD-ROM (Digital Versatile Disc-ROM) orexternal memory medium such as memory cartridge, etc.

The CD-ROM or the DVD-ROM is loaded into the multi-disc drive 15. Byinstruction from the control unit 10, program for controlling the game(hereinafter referred to as game grogram) is read out, and is loadedinto a main memory 105 of the control unit 10. Thus, the game isexecuted. Moreover, in the case of the memory cartridge, the memorycartridge is loaded into the cartridge drive 16. As a result, the gameprogram is read out by instruction from the control unit 10, and isloaded into the main memory 105 of the control unit 10. Thus, game isexecuted.

A display image signal from a display image signal processing circuit 13is delivered to display unit section of the monitor unit 4, and a sound(acoustic) output signal from a sound output signal processing circuit14 is delivered to a speaker 4SP through an amplifier at the monitorunit 4.

A display image signal is delivered, through an image display interface13, to the display unit section of the monitor unit 4 in accordance withcontrol of the control unit 10, which corresponds to the game program.Thus, image indicating development situation of the game and/orinstruction with respect to player are displayed on the screen 4Dthereof.

Moreover, a sound output signal is delivered to the speaker 4SP of themonitor unit 4 through the sound output interface 14 in accordance withcontrol of the control unit 10, which corresponds to the game program.Thus, sound (acoustic) information presented in correspondence withdevelopment of the game is outputted, as sound, from the speaker 4SP.

The memory card is loaded into the memory card drive 17. For example,game data and/or bio-information which have been acquired from theplayers during game as described later are written into the memory card,and are preserved therein.

[Explanation of the Operation of the Game Apparatus]

<Flow from Start to End (Over) of Game>

Then, explanation will be given by making reference to the flowchart ofFIG. 3 of the flow start to end (over) of the game.

Initially, in order to start the game, when the CD-ROM or DVD-ROM inwhich the game program has been stored is loaded into the multi-discdrive 15, or the memory cartridge in which the game program has beenstored is loaded into the memory cartridge drive 16, the control unit 10serves to read out the game program from the CD-ROM or the DVD-ROM, orthe memory cartridge to load it into the main memory 105 (step S1).

Then, the control unit 10 performs initialization of game for startingthe game (step S2). In this initialization, the control unit 10 performsa display to hasten player to input setting items on the display screen4D to accept input of the setting items. In this case, in place ofpicture display, or in addition to picture display, message for allowingplayer to hasten input of setting items may be outputted by sound fromthe speaker 4SP.

Further, in this initialization, in a manner as described later, teamclassification judgment indicating teams to which respective playersparticipating in the game belong is performed on the basis of analysisresult of bio-information from the biosensors 31, 32, . . . , 3 n.

Then, the control unit 10 waits that game start operation is performed(step S3). When it is discriminated that game start operation has beenperformed, the control unit 10 starts the game to execute it. (step S4).

Further, the control unit 10 discriminates whether or not teamclassification rejudgment request has taken place from game programduring game execution (step S5). When it is discriminated that teamclassification rejudgment request has taken place, rejudgment of teamclassification is performed on the basis of analysis results ofbio-information from the biosensors 31, 32, . . . , 3 n with respect torespective players (step S6) as described later.

When it is discriminated at the step S5 that team classificationre-judgment request does not take place, the control unit 10discriminates whether or not game over instruction has taken place (stepS7). When it is discriminated that game over instruction has not takenplace, processing returns to the step S4 to continue the game. When itis discriminated that game over instruction has taken place, theprocessing routine of FIG. 3 is completed.

<First Example of Team Classification Processing>

[Team Classification Judgment Processing at the Time of Initialization]

Then, the team classification judgment processing in the initializationat the step S2 of FIG. 3 will be explained with reference to theflowchart shown in FIG. 4.

The control unit 10 first outputs message hastening player to load orattach biosensor to players by display of the display screen 4D of themonitor unit 4 and/or sound outputted from speaker 4SP (step S1). Then,the control unit 10 confirms the operation of the biosensor to detectbiosensor or biosensors which has or have been attached (step S12). Whenthe biosensor is attached to the player, the control unit 10 confirmsthe operation of the biosensor by making use of the fact thatbio-information which is not noise can be detected, and detects theloaded or attached biosensor.

Then, the control unit 10 outputs, to player, data input for associationbetween operation controller and biosensor and player which have beenassociated so as to constitute set, e.g., message to instruct input ofname of player by display of display screen 4D of the monitor unit 4and/or sound outputted from the speaker 4SP (step S13). In this example,this is because team name, etc. is notified in correspondence with nameof player in notifying team classification judgment result to player.

Then, the control unit 10 waits completion of data input such as namesof all players participating in the game, etc. (step S14), whereby whenit is discriminated that data input has been completed, the control unit10 stores association between operation controller and biosensor, andplayer which have been associated in order to constitute set into, e.g.,RAM 104 to set such association relationship (step S15)

Then, in this example, the control unit 10 reads out image informationfor acquiring corresponding bio-information from player, which ispreserved in the main memory 105, to display such image information onthe screen 4D of the monitor unit 4 (step S16). Here, as imageinformation for acquiring corresponding bio-information from player,there is used, e.g., image information, etc. by which it is possible toperform, e.g., psychological test or character judgment of player.

Further, the control unit 10 detects, from respective biosensorsattached to respective players, respective bio-information of playerswho have looked at display of the screen 4D of the monitor unit toanalyze the bio-information thus detected. (step S17).

Further, teams to which respective players are caused to belong arejudged from analysis results of bio-information of respective playersparticipating in the game (step S18) to display the judgment results onthe screen 4D of, e.g., monitor unit 4 in a manner associated with namesof respective players which have been inputted at the step S13 to notifythem to players (step S19). By sound from the speaker 4SP, in additionto the picture display, or in place of the picture display, how judgmentwith respect to teams to which players belong is made may be notified.

It is to be noted that in the case where small displays, e.g., LCDs,etc. are attached to respective operation controllers 21, 22, . . . , 2n, teams to which players who operate the respective operationcontrollers 21, 22, . . . , 2 n may be displayed on the small displays.

In the case where display is made on displays attached to operationcontrollers in this way, players can recognize teams to which theybelong without making display in the state where team names and playernames are associated with each other.

Moreover, in the case where display is made only on respective LCDs ofthe operation controllers 21, 22, . . . , 2 n without displaying teamsto which respective players belong on the monitor unit 4, there canresult the state where except for players who operate respectiveoperation controllers 21, 22, . . . , 2 n, players cannot recognizeteams to which corresponding players belong. Accordingly, there is theadvantage that the team to which the player belongs can be remained tobe unknown until game is started so that amusement of the game isincreased.

As a method of analyzing bio-information at steps S17 and S18 to judgeteam to which player belongs, there may be used, e.g., a method asdescribed below.

For example, respective biosensors 31, 32, . . . , 3 n are caused to beof the configuration comprised of plural biosensors so as to haveability to detect plural kinds of bio-information. In the case whererespective biosensors 31, 32, . . . , 3 n are assumed to be comprised ofk (k is integer of 2 or more) number of biosensors, measurement data ofbio-information with respect to respective players result in k-thdimensional bio-information data.

Namely, when respective bio-information obtained from the k number ofbio-sensors are assumed as biodata 1, biodata 2, . . . , biodata k,measurement data with respect to respective players can be representedas k-dimensional bio-information data (biodata 1, biodata 2, . . . ,biodata k).

On the other hand, plural dimensional bio-information spaces areconstructed from plural kinds of bio-information obtained from pluralbiosensors. Further, teams to which respective players belong are judgedby arrangement of measurement data of bio-information with respect torespective players at bio-information spaces thereof.

Namely, for example, in the case wherecoordinate 1=a1(biodata 1)+a2(biodata 2)+ . . . +ak(biodata k)coordinate 2=b1(biodata 1)+b2(biodata 2)+ . . . +bk(biodata k) . . . ,the m-th dimensional bio-information space coordinates are representedby space coordinates (coordinate 1, coordinate 2, , coordinate m). a1,a2, . . . , ak and b1, . . . bk are coefficients including 0 (zero).

For example, with respect to respective players, five kinds ofbio-information, e.g., pulse, No. of breaths, body temperature, sweatingand wink are respectively measured to calculate, as data of coordinate1, linear sum of pulse, body temperature and sweating among the measuredrespective data, and to calculate, as data of coordinate 2, linear sumof the No. of breaths and wink. For example, since pulse, bodytemperature and sweating are increased when excited, the coordinate 1can be regarded as coordinate representing “degree of enthusiasm”.Moreover, since the number of breaths and wink are not so changed ifplayer is cool, the coordinate 2 can be regarded as coordinaterepresenting “degree of coolness”.

Further, two-dimensional bio-coordinate space coordinate (coordinate 1,coordinate 2) are constructed as bio-information space coordinate toarrange measurement data of bio-information of respective players on thecoordinate space constituted by the two-dimensional bio-coordinate spacecoordinate (coordinate 1, coordinate 2). Further, respective players aredivided into groups for team classification on the basis of arrangementstate of measurement data of bio-information of respective players onthe bio-coordinate space.

As a method of grouping respective players arranged withinbio-information space, there are, as a first method, a method ofallowing players close to each other at arrangement position to belongto the same group to collect similar players into one group, and, as asecond method, a method of allowing players close to each other atarrangement position to belong to different groups to nullify groupdifference, etc. In the case of a method of collecting players close toeach other at arrangement position to divide them into groups, techniqueof the cluster analysis can be used.

FIG. 5 shows an example of grouping in the case of the above-describedfirst method, and shows the state where measurement data ofbio-information of respective players are arranged within coordinatespace consisting of coordinate 1 of “degree of enthusiasm” andcoordinate 2 of “degree of coolness” to collect players close to eachother at the arrangement position as group A and group B.

Accordingly, when grouping of players is performed withinbio-information space as in the case of the example shown in FIG. 5,there is provided fighting composition of “cool team” versus“enthusiastic team”. Further, in the case of grouping by the previouslydescribed second method, fighting between teams such that cool membersand enthusiastic members are equally arranged at respective teams can berealized.

[Example of Team Classification Change Processing During Game]

As previously described, in this embodiment, fighting game program isconstituted so as to send out team classification re-judgment request tothe control unit 10 of the game apparatus body 1 during game.

Here, re-judgment request of team classification takes place, e.g., ingame program, when game development reaches a predetermined scene (firstcase), or coincides with a predetermined condition in game development(second case).

An example of the former (first case) is the case where the gamedevelops from the first stage to the second stage, or the case wheregame scene changes, etc. Moreover, as an example of the latter (secondcase), there are mentioned, as an example, the cases where game statecoincides with the conditions such as

(a) the case where players (game characters) become close to each otherwithin a predetermined distance in the field of the game during game,

(b) the case where victory or defeat of game is apt to be determined,and

(c) the case where powers of teams are comparable so that victory ordefeat of the game is not easily determined, etc.

When such team classification re-judgment request is made, the controlunit 10 of the game apparatus body 1 re-takes thereinto, in the case ofthe example of the first case, bio-information with respect to allplayers to analyze the bio-information which have been thereinto toperform team classification rejudgment from the analysis result thereof.Moreover, in the case of the example of the second case, the controlunit 10 re-takes thereinto bio-information with respect to players whohave matched with the condition to analyze the bio-information whichhave been taken thereinto to perform team classification rejudgment fromthe analysis result thereof.

FIG. 6 is a flowchart of team change judgment during game executed atthe control unit 10 in accordance with the team classificationre-judgment request.

Namely, first, player who performs team change judgment is specified(step S21). In the case of the above-described first case, all playersare specified as player who performs team change judgment. In the caseof the second case, player who has matched with the condition isspecified. These information for specifying players are transferred tothe control unit 10 when the game program indicates team classificationre-judgment request.

Then, the control unit 10 detects, by biosensor, bio-information withrespect to player specified as a player who performs team classificationjudgment (step S22). Then, respective detected bio-information areanalyzed in a manner as described above (step S23) to performre-judgment of teams to which respective players specified as playerswho perform team classification judgment belong on the basis of theanalysis result thereof (step S24).

Further, its re-judgment result is reflected with respect to gameprogram (step S25). Moreover, team name judged by the re-judgment withrespect to player specified as a player or person who performs teamclassification judgment is notified to the player by display of thedisplay screen 4D of the monitor unit 4 and/or sound outputted from thespeaker 4SP (step S26).

It is to be noted that in the case where display is attached at theoperation controller as previously described also at the step S26,notification may be made with respect to player only at thecorresponding operation controller. In that case, only player himselfwho has been caused to undergo team change knows that the team has beenchanged, and it is possible to conceil that team change with respect toother players.

In a manner as stated above, in this embodiment, team classificationchange is made on the basis of bio-information of player duringdevelopment of game. Since bio-information of players change with lapseof time, arrangement of players at bio-information space changes withlapse of time. Accordingly, it becomes possible to change group to whichplayer belongs at the time point of start of the game and in the middlethereof.

By such sudden team change of player during development of game, it canbe expected that amusement of game is increased such that there resultsnew development in the progress of game.

It is to be noted that in the case where change of grouping is performedduring progress or development of the game, when group change takesplace too frequently, operation of the game becomes troublesome, alsoresulting in the possibility that amusement of the game may be halved.To solve such problem, in this example, when groups to which playersbelong are changed, boundaries between these groups are caused to havehysteresis characteristic with respect to change thereof.

Namely, in FIG. 5, boundary position in the case where belonging groupis changed from group A to group B and the boundary position in the casewhere belonging group is changed from group B to group A in a manneropposite to the above are caused to be different from each other. Forexample, in FIG. 5, as the boundary in the case where assignment ischanged from the group A to the group B, there is employed boundary 1closer to the group B side. Conversely, as the boundary when assigngmentis changed from the group B to the group A, there is employed boundary 2closer to the groupe A side. When such a method is employed, it ispossible to avoid that change of the belonging group is frequentlyproduced. Thus, the problem of troublesomeness can be eliminated.

[Other Example of Team Classification Change Processing During Game]

While there is employed, in the above-described embodiment, a method inwhich when team change request takes place during game by game program,the game apparatus body 1 acquires and analyzes bio-information on thebasis of the team change request thereof to notify team change result bythe analysis result thereof with respect to the game program to therebyreflect the team change with respect to the game, the team change methodis not limited to such method.

In another example of the team classification change processing, thecontrol unit 10 of the game apparatus body 1 takes in and analyzesbio-information with respect to players, e.g., at predetermined timeinterval during game to perform team judgment every player on the basisof the analysis result thereof. As previously described, sincebio-information of player changes with lapse of time, arrangement ofplayers at the bio-information space changes with lapse of time, andjudgment result of team to which player belongs also changes with lapseof time.

In view of the above, in another example of the team classificationchange processing, the control unit 10 serves to judge, from teambelonging information every players which have been judged at thepredetermined time period, whether or not team changes take place withrespect to respective players to transmit the team change results to thegame program to reflect the team changes with respect to the games.

In the case of this example, the game program is constituted as softwareadapted to accept team change request from the control unit 10 of thegame apparatus body 1 to reflect change of team setting with respect tothe game. In this case, the game program may be software configurationsuch that when team change request is accepted, the team change requestthus accepted is immediately reflected with respect to the game, but maybe software configuration in which after waiting until timing suitableas team change after team change request is accepted, such team changeis reflected with respect to the game.

While it is better also at another example of team classification changeprocessing that team change is not caused to take place more thanrequired, there may be used, as a method therefor, a method such thatwhen team change does not exceed the boundary for a predetermined timeor more, assignment is not changed. In the case of such a method, whenteam (group) change is above the boundary only by short time, belonginggroup is not changed. It is to be noted that boundaries 1 and 2 havinghysterisis are used also as the boundary in this case similarly to theexample of the previously described team classification changeprocessing.

<Second Example of Team Classification at the Time of Initialization>

[Team Classification Processing at the Time of Initialization]

While, in the team classification processing at the time ofinitialization in the first example of the above-described teamclassification processing, player himself who operates operationcontroller judges team to which the player belongs on the basis ofbio-information thereof in such a manner that operation controllers andbiosensors are caused to be associated with each other, correspondingplayer may judge team to which he belongs by using bio-information ofother player in place of bio-information of the player himself.

FIG. 7 is a flowchart for explaining team classification processing inthe initialization at the step S2 of FIG. 3 in the case of this example.The flowchart shown in FIG. 7 is entirely the same as the flowchart ofFIG. 4 in other steps except that step S13 of the flowchart shown inFIG. 4 is changed into step S33, and the step S15 thereof is changedinto step S35.

Namely, in this example, at the step S33, e.g., as shown in the displayexample of display screen 4D of the monitor unit of FIG. 8, picture tohasten inputs of names of respective players and inputs of biosensors isdisplayed. Here, the player 1 means player who operates operationcontroller 21, and the player 2 means player who operates operationcontroller 22, . . . .

Further, while the biosensor 31 is caused to be associated with theoperation controller 21 as previously described as initialization inthis example, association between the operation controller and thebiosensor may be changed. Namely, in the case where setting ofassociation between the operation controller and the biosensor is notchanged, the initialization entirely becomes similar to that of theabove-described first example.

In the example of FIG. 8, there is shown the state where number ofbiosensor with respect to player 3 “MARY” who operates the operationcontroller 23 is changed from initially set value “3” to “1”.Accordingly, with respect to the player 3 “MARY” who operates theoperation controller 23, team classification judgment is performed onthe basis of bio-information from the biosensor attached to the player 1“SMITH” who operates the operation controller 21.

At step S35, since association between the operation controller and thebiosensor is judged at the step S15 of the case of the previouslydescribed first example, association between those members and playernames is set. However, in the case of this example, since associationbetween the operation controller and the biosensor is released,association between the operation controller and player who operates itis set, and association between player who operates correspondingoperation controller and biosensor is set.

By making such setting, since the player 3 “MARY” is caused to undergoteam classification by bio-information of the player 1 “SMITH”, theplayer 3 is permitted to belong to a team which is not a team thatplayer himself excepts. Even in usual game, there can be provideddifferent form.

[Team Classification Change Processing During Game]

Further, in the case of this example, also in the team change judgmentwith respect to player in the middle of game as previously described,there is used analysis result of bio-information from biosensor thatplayer except for player himself who is associated by setting in theinitialization attaches. Accordingly, with respect to player,assiggnment may be changed into unexpected team at an unexpected timing.Thus, variety can be given to progress and/or development of game.

It is to be noted that while judgment of belonging team of player isperformed by using bio-information from the same biosensor both at thetime of game start and during game in the above-described explanation,bio-information serving as criterion of team judgment may be changed atthe time of game start and during game.

For example, at the time of starting the game, judgment of belongingteam may be performed on the basis of bio-information of player himselfwho operates the operation controller to perform change judgment ofbelonging team on the basis of bio-information of other player which hasbeen set in advance before game start, or which has been set in themiddle of game on picture of FIG. 8 during game.

Moreover, in a manner opposite to the above, at the time of starting thegame, on the picture of FIG. 8, judgment of belonging team may beperformed on the basis of bio-information of other player which has beenset in advance before game start to perform change judgment of belongingteam on the basis of bio-information of player himself who operates theoperation controller during game.

Further, at the time of starting game, belonging team is judged on thebasis of the will of the player. However, in the middle of game, changejudgment of belonging team may be performed on the basis ofbio-information of player himself or other player in the middle of game.In this case, in the case where association between operation controllerand biosensor is taken in advance as in the above-described embodiment,it is unnecessary to set, before game start in advance or in the middleof the game, association between player and biosensor in belonging teamchange processing in the middle of the game when bio-information ofplayer himself is used. However, in the case where bio-information fromthe biosensor that other player attaches is used, it is necessary tomake setting before game start in advance or in the middle of game in amanner similar to the above.

<Third Example of Team Classification Processing>

In the above-described example, player executes the game in the statewhere biosensor is attached. Accordingly, bio-information of playerduring game execution can be obtained at all times from the biosensor.In view of the above, bio-information of player during game executioncan be stored with respect to memory medium such as disc medium ormemory card, etc.

In this example, in FIG. 1, there is employed a configuration in whichbio-information of player during game execution can be stored at thememory card loaded into the memory card drive 17. In this case,respective bio-information are stored in a manner associated with playernames which have been set at initialization.

Moreover, memory card in which bio-information of famous person who hasexecuted the game, etc. may be also offered to user along with sellingof memory cartridge, CD-ROM or DVD-ROM in which game programs arerecorded.

In this example, team classification of player is performed by usingbio-information stored in the memory card. Accordingly, in accordancewith this example, attachment of the biosensor which it often happensthat the player feels troublesome can become unnecessary.

[Team Classification Processing at the Time of Initialization]

The team classification processing in the initialization at the step S2of FIG. 3 in the case of this example will be explained with referenceto the flowchart of FIG. 9.

When the mode for utilizing bio-information from the memory card isselected, the flowchart of FIG. 9 is started. The control unit 10 firstreads thereinto list data of bio-information stored in the memory cardfrom the memory card (step S41) to display list of the bio-informationon the display screen 4D of the monitor unit 4 (step S42). The list ofthe bio-information is a list of names of respective players in whichbio-information when corresponding game was executed in the past arestored.

Then, the control unit 10 outputs such a message to hasten player toselect, from list data, bio-information to be associated with player bydisplay of the display screen 4D of the monitor unit 4 and/or soundoutputted from the speaker 4SP (step S43). In the selective designationperformed here, name of player himself who operates the operationcontroller is first inputted thereafter to input of bio-information ofperson (player) to be stored for use as bio-information used for teamjudgment of corresponding player.

Then, the control unit 10 reads thereinto selected designation result ofplayer to store bio-information to be associated into, e.g., RAM 104 asbio-information for team classification of respective players to set thebio-information thus stored (step S44).

Then, the control unit 10 reads thereinto bio-information which has beenselected in correspondence with respective players from the memory card(step S45) to analyze bio-information which has been read thereinto(step S46).

Further, teams to which associated respective players are caused tobelong are judged from analysis results of respective bio-information(step S47) to display the judgment result on the screen 4D of, e.g.,monitor unit 4 in such a manner associated with name of the playerhimself who operates the operation controller, which has been inputtedat the step S43, to notify it to the player (step S48). By sound fromthe speaker 4SP, in addition to the picture display, or in place of thepicture display, judgment result indicating team to which player belongsmay be notified.

Also in the case of this example, in the case where small displays,e.g., LCD, etc. are attached to respective operation controllers 21, 22,. . . , 2 n, teams to which players who operate the respective operationcontrollers 21, 22, . . . , 2 n belong may be displayed on the smalldisplays.

[Example of Team Classification Change Processing During Game]

In the case of the third example, also in the team change judgment withrespect to player in the middle of game as previously described, thereis used bio-information stored in the memory card, which has beenassociated by setting in the initialization. Namely, when teamre-judgment request with respect to player takes place in the middle ofthe game, past bio-information corresponding to the game scene is readout. The bio-information which has been read out is analyzed. Thus, teamclassification judgment is performed.

Accordingly, with respect to player, assignment is changed into anunexpected team at an unexpected timing. Thus, variety can be given toprogress and development of game. Further, player can enjoy game as ifhe takes the place of player selected as bio-information for judgment ofthe own belonging team.

Also in the case of this example, similarly to the case of thepreviously described second example, at the time of starting the game,judgment of belonging team may be performed on the basis ofbio-information of the player himself who operates the operationcontroller, and change judgment of belonging team may be performed onthe basis of bio-information which has been selected and set frombio-information stored in the memory card before game start in advanceduring game.

Moreover, in a manner opposite to the above, at the time of startinggame, before game start in advance, judgment of belonging team may beperformed on the basis of bio-information which has been selected andset from bio-information stored in the memory card, and judgment ofbelonging team may be performed on the basis of bio-information ofplayer himself who operates the operation controller during game.

Further, while judgment of belonging team is performed on the basis ofwill of player at the time of starting game, change judgment ofbelonging team may be performed on the basis of bio-information whichhas been selected and set from bio-information stored in the memory cardbefore game start in advance, or in the middle of game.

In this case, in the case where association between the operationcontroller and the biosensor is taken in advance as in theabove-described embodiment, when bio-information of player himself isused, it is unnecessary to set association between player and biosensorin belonging team change processing in the middle of game before gamestart in advance, or in the middle of game. However, in the case wherebio-information from the biosensor that other player has attached isused, it is necessary to make setting before game start in advance, orin the middle of the game similarly to the above.

It is to be noted that, in the third example, stored bio-information ofall players who participate in the game are not set as bio-informationfor team classification of players, but those of partial player orplayers may be set. In that case, with respect to other players, thepreviously described first and second examples are applied thereto.

[Second Embodiment: Network Type]

Then, the second embodiment of the present invention will be explained.In place of enjoying the fighting game by a single game apparatus as inthe previously described first embodiment, the second embodiment isdirected to the case where plural game apparatuses are connected throughnetwork line so that the system is constructed.

FIG. 10 is a block diagram showing a configuration example of theembodiment of game apparatus 1N which complies with such network. Theconfiguration of FIG. 10 is different from game apparatus 1 of thepreviously described first embodiment only in that network communicationinterface 18 is provided, and software for performingtransmission/reception of game data, etc. through network is provided inthe ROM 13, but are entirely the same in other components.

The network communication interface 18 is connected to the control unit10, and is connected to communication line. The network communicationinterface 18 comprises buffer for transmit data, and buffer for receivedata. Information taking place at the own game apparatus are sent out tothe communication line through the transmit data buffer, and informationfrom other game apparatuses sent through the communication line aretaken in through the receive data buffer.

As a form where game apparatuses are connected to each other throughcommunication line, there is the case of the system configuration inwhich plural game apparatuses are connected to each other throughcommunication cable, and the case where players of plural gameapparatuses enjoy the same game in a shared manner through server unitvia Internet.

FIG. 11 shows the state where two game apparatuses 1N are connectedthrough a communication cable 19. In the case where three gameapparatuses 1N or more are connected, they are cascade-connected (sweetpotato vine-connected).

Here, two game apparatuses or more can be connected to communicationline. The respective game apparatuses are caused to be of theconfiguration to perform transmission/reception of transmit data andreceive data so that they all have the same data environment.

For example, game change information such as motion (movement) change,etc. of character during game is transmitted from respective gameapparatuses to all other game apparatuses connected to communicationline through transmit data buffer. Further, the respective gameapparatuses acquire game change information from other game apparatusesthrough receive data buffer to reflect such information with respect tothe game. Accordingly, in all game apparatuses connected throughcommunication line, there result the same game environments.

FIG. 12 shows a system configuration example in the case where thecommunication line includes Internet, and server unit is caused tointervene thereat. Namely, network communication interfaces 18 ofrespective game units 1N are respectively connected to the server unit 6through the Internet 5.

In the case of this example, game program is loaded into respective gameapparatuses from the server unit 6. Further, e.g., game changeinformation such as movement change, etc. of charcter during game istransmitted to the server unit 6 through transmit data buffer andthrough Internet from respective game apparatuses. The server unit 6transmits game change information which have been collected from therespective game units to all game apparatuses through the Internet 5.

The respective game apparatuses acquire game change information from theserver unit 6 through the receive data buffer to reflect suchinformation with respect to the game. Accordingly, in all gameapparatuses connected through communication line, there result the samegame environments.

[First Example of Team Classification]

In the example of team classification processing in the case of thisexample, as in the previously described first to third examples,respective game apparatuses serve to judge, on the basis ofbio-information, teams to which respective players belong to notifyjudgment result to player of corresponding game apparatus in a mannerpreviously described, and to transmit belonging team information everyrespective players which have been judged to all other game apparatusesconnected to the communication line through transmit data buffer.

The respective game apparatuses acquire belonging team information ofrespective players from other game apparatuses through receive databuffer to reflect the information thus acquired with respect to thegame. Accordingly, in all game apparatuses connected through thecommunication line, there result the same game environments.

FIG. 13 is a flowchart showing team judgment processing that respectivegame apparatuses perform in the case of the game system where serverunit is caused to intervene in the first example of this teamclassification.

First, the control unit 10 sets, at the own terminal, nickname caused tobe displayed in place of user code with respect to user (player)participating in the game (step S51). The nicknames are set everyplayers who operate the operation controllers. The control unit 10 mayautomatically perform setting of the nicknames in correspondence withrespective operation controllers, or the player may perform such settingby inputting corresponding nickname.

Then, the control unit 10 provides access to the server unit 6 to startcommunication for communication game (step S52). In this communication,nicknames with respect to users (players) who participate in the gameare sent to the server unit 6. The server unit 6 counts the number ofgame participators by the number of nicknames.

Then, the control unit 10 inquires program ID code and version No. ofthe game program of the own apparatus to the server unit 6 to takeapproval confirmation (step S56). In the case of this example, thisprocessing is executed because it is required that game programs of allgame apparatuses which perform communication game are entirely the same.

Then, the control unit 10 awaits that notification indicating that No.of participators in the game reaches No. of set players is coming fromthe server unit 6 (step S54). When arrival of notification indicatingthat No. of participators in the game reaches the No. of set players isconfirmed, nickname list of users (players) who participate in the gameis received from the server unit 6 to display the nickname list on thedisplay screen 4D of the monitor unit 4 (step S55).

Then, the control unit 10 acquires bio-information with respect toplayers participating in the game who operate operation controllerconnected to the own terminal to analyze the bio-information thusacquired to execute team classification processing in a manner aspreviously described (step S56). As a method of acquiringbio-information at this time, not only the method of acquiringbio-information from the biosensor as previously described, but also amethod of acquiring bio-information from the memory card may beemployed.

Then, the control unit 10 transmits team classification judgment resultswith respect to respective players which have been judged at the stepS56 to the server unit 6 in such a manner that they are respectivelyassociated with nicknames, and receives team classification judgmentresults sent from the server unit 6 (step S57). At this time, the teamclassification judgment result sent from the server unit 6 consists ofteam classification judgment results from all game apparatuses (teamclassification judgment results caused to correspond to the nicknames).

Further, the control unit 10 displays the team classification judgmentresults which have been received from the server unit 6 on the displayscreen 4D of the monitor unit 4 in a manner associated with respectivenicknames of the nickname list (step S58).

In a manner as stated above, in this example, in all game apparatuses,team classification judgment results with respect to participators ofthe communication game are commonly judged to notify the judgmentresults thus obtained to respective players.

It is to be noted that team classification judgment results sent fromthe server unit 6 to respective game apparatuses may be teamclassification judgment results from which judgment result or results atcorresponding game unit or units is or are excluded. In that case, inrespective game apparatuses, team classification judgment resultdetermined at the own apparatus and team classification judgment resultreceived from the server unit 6 are displayed on the display screen 4Dof the monitor unit 4 in a manner associated with respective nicknamesof the nickname list.

It is to be noted that, in the first example, also when teamclassification change request as previously described takes place, teamclassification change processing are performed at respective gameapparatuses similarly to the above to notify the processing result thusobtained to all game apparatuses through the server unit so that gamesare executed in the same environments at all game apparatuses.

While team classification judgment results with respect to all playerswho participate in the game are displayed on, e.g., display screen ofthe monitor unit 4 to notify them in the explanation of theabove-described examples, it is only required to notify teamclassification judgment results with respect to players who operateoperation controllers connected to respective game apparatuses.

[Second Example of Team Classification]

In the second example of team classification processing in the case ofthis example, as in the case of the previously described first to thirdexamples, respective game apparatuses serve to analyze bio-informationnot only to judge, on the basis of the bio-information thus obtained,teams to which respective players belong, but also to receivebio-information with respect to players from other game apparatuses toanalyze the bio-information to judge, on the basis of the result, teamsto which respective players belong to notify the judgment resultsthereof to the players.

In this case, respective game apparatuses transmit bio-information withrespect to players who operate operation controllers connected to thegame apparatuses to all other game apparatuses, or the server unit.

In the case of this example, it is essential that game apparatuses arecaused to be of the same configuration. This is because teamclassification judgments based on analysis results of bio-informationare entirely the same result in all game apparatuses. Accordingly, inall game apparatuses connected through the connection line, there resultthe same game environments.

FIG. 14 is a flowchart of team judgment processing that respective gameapparatus perform in the case of the game system where the server unitis caused to intervene in the second example of the team classification.

Steps S61 to S65 of FIG. 14 are entirely the same as the steps S51 toS55 of FIG. 13.

In the second example, the control unit 10 serves to acquirebio-information with respect to players who participate in the game, whooperate operation controllers connected to own terminals to send out thebio-information thus acquired to the server unit 6 in a mannerassociated with respective nicknames (step S66). As a method ofacquiring bio-information at this time, the method of acquiring suchbio-information from the biosensor as previously described, but also amethod of acquiring such information from the memory card may be alsoemployed.

Then, the control unit 10 receives bio-information from other gameapparatus, which is sent from the server unit 6 (step S67). Further, thecontrol unit 10 serves to analyze respective bio-information acquiredwith respect to the own apparatuses and respective receivedbio-information in a manner previously described above to execute teamclassification judgment processing on the basis of the analysis resultthereof (step S68).

Then, the control unit 10 displays team classification judgment resultat the step S68 on the display screen 4D of the monitor unit 4 in amanner associated with respective nicknames of the nickname list (stepS69).

In a manner as stated above, in this example, in all game apparatuses,team classification judgment results with respect to participators ofthe communication game are commonly judged to notify them to respectiveplayers.

In the second example, when team classification change request aspreviously described takes place in the middle of the game,bio-information of players subject to team classification change aretransmitted to other game apparatus through the server unit 6 to performteam classification change processing at respective game apparatusessimilarly to the above so that the games are executed in all gameapparatuses.

It should be noted that while team classification judgment results withrespect to all players who participate in the game are displayed on thedisplay screen of, e.g., the monitor unit 4, and are notified in theexplanation of the above-described example, it is only required tonotify team classification judgment results with respect to at leastplayers who operate operation controllers connected to respective gameapparatuses.

[Third Example of Team Classification]

While team classification judgments are all performed at the gameapparatus in the above-mentioned first and second examples, teamclassification judgment processing may be performed at the server unit6.

Namely, in the third example, respective game apparatuses transmitbio-information with respect to players to the server unit 6 in a mannerassociated with the nicknames.

When the server unit receives all bio-information with respect toplayers who participate in the game from all game apparatuses, itanalyzes those information in a manner similar to the previouslydescribed example to perform team classification judgment on the basisof the analysis result thereof. Further, the server unit transmits theteam classification judgment result to all game apparatuses.

When respective game apparatuses receive the team classificationjudgment result, they display those team classification judgment resultsin a manner associated with nicknames on the display screen 4D of themonitor unit 4 to notify them to respective players.

It is to be noted that, in the third example, when team classificationchange request as previously described take place in the middle of game,the server unit 6 collects bio-information of players subject to teamclassification change from the game apparatuses to perform teamclassification change processing at the server unit in a manner asdescribed above to notify such information to respective gameapparatuses so that games are executed in the same environments at allgame apparatuses.

It is to be noted that while team classification judgment results withrespect to all players who participate in the game are displayed on thedisplay screen of, e.g., monitor unit 4 to notify those judgment resultsin the explanation of the above-described example, it is only requiredto notify team classification judgment results with respect to at leastplayers who operate operation controllers connected to respective gameapparatuses.

OTHER EMBODIMENTS

It is to be noted that communication between game apparatuses or betweengame apparatus and server unit may be performed through wireless linewithout intervention of cable. Moreover, in the case where the serverunit and game apparatuses are connected through Internet, etc., theportion connected to telephone line may be caused to be wirelessconnecting unit to connect the wireless connecting unit and the gameapparatuses therebetween by radio network.

In addition, while the biosensor is attached to the wrist of player inthe above-described embodiment, biosensor may be attached to theoperation controller so that player only has the operation controller tothereby have ability to detect bio-information. Moreover, player may bephotographed by camera to thereby have ability to detect, asbio-information, body motion (movement) or to detect, asbio-information, body surface temperature. Further, bio-information suchas breath, etc. may be detected by vibration sensor such as microphone,etc.

It should be noted that while breath, body surface temperature, sweatingof skin, skin resistance and/or pulse, etc. are used as bio-informationin the above-described explanation, the bio-information is limited tothese information, but, e.g., biochemical reaction, brain waves,magneto-encephalogram, micro-vibration and/or blood pressure, etc. maybe acquired as bio-information in addition to, e.g., body motion(movement), myoelectricity, cardioelectricity and/or heartbeat, etc.

In addition, as bio-information, it is unnecessary to acquire pluralkinds of information as in the case of the above described example, but,e.g., only body motion, only breath or only heartbeat may be employed.

It is to be noted that while the present invention has been described inaccordance with certain preferred embodiments thereof illustrated in theaccompanying drawings and described in detail, it should be understoodby those ordinarily skilled in the art that the invention is not limitedto embodiments, but various modifications, alternative construction orequivalents can be implemented without departing from the scope andspirit of the present invention as set forth by appended claims.

INDUSTRIAL APPLICABILITY

As described above, in accordance with the present invention, sinceteams to which players who operate the operation controllers belong arejudged by analysis result of bio-information acquired by thebio-information acquisition means, group input designation of playersbecomes unnecessary, and teams in which players are to be classified isdetermined by bio-information. Accordingly, team classification can bemade without damaging amusement of the fighting game such thatdistribution or classification into unexpected team is made, etc.

1. A game apparatus comprising: bio-information acquisition means foracquiring bio-information of players of game; bio-information analysismeans for analyzing bio-information which have been acquired at thebio-information acquisition means; and team judgment means for judgingteams to which the players belong in accordance with analysis result ofthe bio-information which have been analyzed at the bio-informationanalysis means.
 2. The game apparatus as set forth in claim 1,comprising: notification means for notifying the teams to which theplayers belong which have been judged at the team judgment means to theplayers.
 3. The game apparatus as set forth in claim 2, comprising:operation controllers that the players operate, wherein each of theoperation controllers comprises the notification means.
 4. The gameapparatus as set forth in claim 1, comprising: operation controllersthat the players operate, wherein the bio-information acquisition meansis means for detecting bio-information of players who operate theoperation controllers.
 5. The game apparatus as set forth in claim 4,wherein each of the operation controllers comprises the bio-informationacquisition means.
 6. The game apparatus as set forth in claim 1,wherein the bio-information acquisition means is comprised of means forreading out the bio-information from a recording medium wherebio-information of players are recorded.
 7. The game apparatus as setforth in claim 1, wherein the bio-information acquisition means servesto acquire plural kinds of bio-information.
 8. The game apparatus as setforth in claim 7, wherein the bio-information analysis means serves toarrange, at plural dimensional bio-information spaces, plural kinds ofbio-information which have been acquired at the bio-informationacquisition means, and the team judgment means judges teams to which theplayers belong on the basis of positions of bio-information arranged atthe bio-information analysis means.
 9. The game apparatus as set forthin claim 8, wherein the bio-information acquisition means acquiresrespective plural kinds of bio-information with respect to pluralplayers, and the team judgment means serves to allow players close atarrangement position of bio-information on bio-information spaces of therespective players to belong to the same team.
 10. The game apparatus asset forth in claim 1, comprising: the plural bio-information acquisitionmeans; and association designation means for designating associationbetween the respective players and respective bio-information acquiredat the plural bio-information acquisition means, wherein the teamjudgment means serves to determine teams to which the respective playersbelong in accordance with analysis results which have been analyzed atthe bio-information analysis means of bio-information from thebio-information acquisition means which have been associated at theassociation designation means.
 11. The game apparatus as set forth inclaim 1, wherein the bio-information are acquired before start of thegame to analyze the bio-information thus acquired at the bio-informationanalysis means to determine teams to which the players belong at theteam judgment means in accordance with the analysis results thusobtained.
 12. The game apparatus as set forth in claim 1, wherein thebio-information are detected at the bio-information acquisition meansduring execution of the game to analyze the detected bio-informationthus obtained at the bio-information analysis means to judge change ofteams to which the players belong at the team judgment means inaccordance with the analysis result thus obtained.
 13. The gameapparatus as set forth in claim 1, wherein when there results apredetermined scene of the game, the bio-information are detected at thebio-information acquisition means to analyze the detectedbio-information thus obtained at the bio-information analysis means tojudge change of teams to which the players belong at the team judgmentmeans in accordance with the analysis result thus obtained.
 14. The gameapparatus as set forth in claim 1, wherein when there results apredetermined condition during development or progress of the game, thebio-information are detected at the bio-information acquisition means toanalyze the detected bio-information thus obtained at thebio-information analysis means to judge change of teams to which theplayers belong at the team judgment means in accordance with theanalysis result thus obtained.
 15. The game apparatus as set forth inclaim 1, comprising: communication interface means for connecting to anetwork; transmitting means for transmitting information of teams towhich the players belong, which have been judged at the team judgmentmeans, to any other game apparatus through the network; and receivingmeans for receiving information of each team to which players belong ofthe any other game apparatus, which has been judged at the any othergame apparatus from the any other game apparatus.
 16. The game apparatusas set forth in claim 1, comprising: communication interface means forconnecting to a network; transmitting means for transmitting informationof teams to which the players belong, which have been judged at the teamjudgment means, to a server unit through the network; and receivingmeans for receiving information of each team to which each playerbelongs of any other game apparatus, which has been judged at the anyother game apparatus connected to the server unit through the network.17. The game apparatus as set forth in claim 1, further comprising:communication interface means for connecting to a network; andbio-information receiving means for receiving bio-information of eachplayer of any other game apparatus sent through the communicationinterface means, wherein the bio-information analysis means serves tojudge teams to which players belong of corresponding game apparatus andeach team to which each player belongs of the any other game apparatusin accordance with analysis result of the bio-information which has beenanalyzed at the bio-information analysis means.
 18. The game apparatusas set forth in claim 1, wherein the bio-information is at least one ofbody motion, myoelectroricity, body surface temperature, skin sweating,skin resistance, pulse, breath, wink, micro-vibration,cardioelectricity, heartbeat and blood sure.
 19. A team classificationmethod comprising: a step of acquiring bio-information of players ofgame; a step of analyzing the bio-information thus acquired; and a stepof judging, on the basis of result of the analysis, teams to which theplayers belong.